AIs might be more willing to go to war now. I activated some modded Gem AI files handling war/peace and citystate preferences. This only affects pre-BNW leaders. I will update the new leaders too, when I have time.

Barbarians

Barbarians now prioritize military targets over trade units. This should help AI leaders, and make protecting trade routes less tedious. They will still attack trade units if there are no military targets nearby.

Reworked beliefs after discovering limitations with the Tourism yield.

v3.0.4 Beta

This is the first version of the Communitas Expansion Pack for BNW. This early version focuses on basic gameplay features which have a minimal chance of compatibility issues. This version can probably be adapted to vanilla or G&K with a few hours' work, though I'm focused on BNW for now.

Included the Communitas map. The goal is an ideal map for everyone to use with the mod. The map combines features of Continents Plus, Perfect World, island chains, and other features I created like ocean rifts to ensure triremes can't navigate the whole planet. I will continue enhancing the map in the future. You can find the map on the map list after activating the mod.

Increased the effect of garrisons on city strength, and reduced basic city strength to compensate.

Resources revealed by earlier techs.

Balanced ancient ruin rewards.

More isles appear along coastlines.

Buildings improve more realistic resources.

Barbarians are more dangerous and rewarding.

City development starts faster, then slows down sooner (population growth, and culture/gold tile expansion).

Slightly increased construction speed in the early game (higher prod/gold income, lower costs), and reduced construction speed in late game (higher costs, lower income).

Random map luck is less important in the ancient era. Everyone starts with a little higher basic income (culture, gold, production), and costs are also slightly higher.